Search Results for author: Seth Cooper

Found 18 papers, 5 papers with code

Mechanic Maker 2.0: Reinforcement Learning for Evaluating Generated Rules

no code implementations18 Sep 2023 Johor Jara Gonzalez, Seth Cooper, Matthew Guzdial

Automated game design (AGD), the study of automatically generating game rules, has a long history in technical games research.

reinforcement-learning Reinforcement Learning (RL) +1

Active Learning for Classifying 2D Grid-Based Level Completability

1 code implementation8 Sep 2023 Mahsa Bazzaz, Seth Cooper

Determining the completability of levels generated by procedural generators such as machine learning models can be challenging, as it can involve the use of solver agents that often require a significant amount of time to analyze and solve levels.

Active Learning speech-recognition +1

Game Level Blending using a Learned Level Representation

no code implementations29 Jun 2023 Venkata Sai Revanth Atmakuri, Seth Cooper, Matthew Guzdial

Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Learning (PCGML) techniques, has gained increasing popularity in recent years.

Level Assembly as a Markov Decision Process

1 code implementation27 Apr 2023 Colan F. Biemer, Seth Cooper

Many games feature a progression of levels that doesn't adapt to the player.

tile2tile: Learning Game Filters for Platformer Style Transfer

no code implementations15 Aug 2022 Anurag Sarkar, Seth Cooper

We present tile2tile, an approach for style transfer between levels of tile-based platformer games.

Style Transfer

Latent Combinational Game Design

no code implementations28 Jun 2022 Anurag Sarkar, Seth Cooper

This enables generating new games that blend the input games as well as controlling the relative proportions of each game in the blend.

On Linking Level Segments

1 code implementation9 Mar 2022 Colan Biemer, Seth Cooper

Previous work has used basic concatenation to form these larger levels.

Gram-Elites: N-Gram Based Quality-Diversity Search

1 code implementation Proceedings of the FDG workshop on Procedural Content Generation 2021 Colan F. Biemer, Alejandro Hervella, Seth Cooper

By integrating structure into operators, instead of fitness, these genetic operators could be beneficial to QD in PCGML.

A Reasoning Engine for the Gamification of Loop-Invariant Discovery

no code implementations2 Sep 2021 Andrew Walter, Seth Cooper, Panagiotis Manolios

Within an hour, players are able to specify and verify properties of programs that are beyond the capabilities of fully-automated tools.

Procedural Content Generation using Behavior Trees (PCGBT)

no code implementations24 Jun 2021 Anurag Sarkar, Seth Cooper

Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games.

Dungeon and Platformer Level Blending and Generation using Conditional VAEs

no code implementations17 Jun 2021 Anurag Sarkar, Seth Cooper

Variational autoencoders (VAEs) have been used in prior works for generating and blending levels from different games.

Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder

no code implementations24 Feb 2021 Anurag Sarkar, Seth Cooper

We test our method using models for 5 different platformer games as well as a blended domain spanning 3 of these games.

Conditional Level Generation and Game Blending

no code implementations13 Oct 2020 Anurag Sarkar, Zhihan Yang, Seth Cooper

Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data.

Towards Game Design via Creative Machine Learning (GDCML)

no code implementations25 Jul 2020 Anurag Sarkar, Seth Cooper

In recent years, machine learning (ML) systems have been increasingly applied for performing creative tasks.

BIG-bench Machine Learning Music Generation +1

Sequential Segment-based Level Generation and Blending using Variational Autoencoders

no code implementations17 Jul 2020 Anurag Sarkar, Seth Cooper

In this paper, we build on these methods by training VAEs to learn a sequential model of segment generation such that generated segments logically follow from prior segments.

Controllable Level Blending between Games using Variational Autoencoders

no code implementations27 Feb 2020 Anurag Sarkar, Zhihan Yang, Seth Cooper

We then use this space to generate level segments that combine properties of levels from both games.

The Art of Drafting: A Team-Oriented Hero Recommendation System for Multiplayer Online Battle Arena Games

no code implementations26 Jun 2018 Zhengxing Chen, Truong-Huy D Nguyen, Yuyu Xu, Chris Amato, Seth Cooper, Yizhou Sun, Magy Seif El-Nasr

The selection of heroes, also known as pick or draft, takes place before the match starts and alternates between the two teams until each player has selected one hero.

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